binary | AssetBundle データを格納するバイトの配列 |
crc | オプションの、非圧縮コンテンツ用 CRC-32 チェックサム。 0 にならない場合、コンテンツは再び比較され、読み込む前にチェックサムが行われ、一致しない場合はエラーが返されます。 |
AssetBundle アセットバンドルオブジェクトを読み込みますが、失敗した場合は null になります。
同期メモリ領域からアセットバンドルを作成します。
格納したデータからアセットバンドルを作成する場合は、この方法を使ってください。これは、暗号化したデータをダウンロードし、復号化してアセットバンドルを作成する必要がある場合に便利です。
LoadFromMemoryAsync と比較すると、このバージョンは同時的であり、アセットバンドルオブジェクトの生成が終わるまで返りません。
using UnityEngine; using UnityEngine.Networking; using System.Collections;
public class ExampleClass : MonoBehaviour { byte[] MyDecription(byte[] binary) { byte[] decrypted = new byte[1024]; return decrypted; }
IEnumerator Start() { var uwr = UnityWebRequest.Get("https://myserver/myBundle.unity3d"); yield return uwr.SendWebRequest(); byte[] decryptedBytes = MyDecription(uwr.downloadHandler.data); AssetBundle.LoadFromMemory(decryptedBytes); } }
関連項目: AssetBundle, LoadFromMemoryAsync, LoadFromFile.
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